Journal title: Design
research in Mathematics Education: Indonesian Traditional Games as
Preliminaries in Learning Measurement of Length ByAryadiWijaya
As show in its title, this journal was a design research or
a developmental research especially in Mathematics Education area whilst using
RME as its instructional theory. This research mainly concern in one of
students’ ability that is measurement as one of mathematics material in
Indonesian’s SD N Percobaan 2 Yogyakarta.
kindergartens and primary schools. However, this research was
conducted in grade 2 while the try out was held in grade 1.
The writer argue that measurement is taught directly in
formal level for traditional education approach, thus make those students
having difficulty in understanding the fundamental concept of measurement.
Furthermore this writer say that even if the students are properly use the
measurement devices such as ruler, it do not guarantee the understanding of the
meaning behind measuring itself. That is why the researcher propose this
research to develop an instructional activity which could improve students’
ability and understanding to mastering the fundamental concept of measurement
Therefore, to reach the goal an activity preferable the one
that students already know are needed to make them experience and understand
what the measurement really is. The researcher chose two traditional games
which is well known among the students as activities to introduce the concept
of measuring. Those activities are “gundu” and “benthik”.
"gundu" games |
“Gundu” is a marbles game while “Benthik” is a stick game.
The similarity between the two which made the researcher to use it as a
preliminaries in teaching and learning is the way the player of those games to
determine the winner. Both games need to measure the distance of the games
object (marbles or stick) by using a unit such as span or a particular stick
(in “benthik”). The researcher saw that this non-standard measuring process can
be potentially used to introduce the basic concept of measurement that is unit
iteration and identical unit.
"benthik" games |
This research’s instruction arranged in a hypothetical
learning trajectory which is divided in four steps. First, the researcher began
the activities by playing particular traditional games as stated above which content
unit usage and the iteration. Second, the activity was student measure the
length of pencil using blank ruler, a ruler which does not have the numbers in
it but only the strips remain. The next activity was the students use the
normal ruler with the numbers and strips printed in it to measure the pencil’s
length. The last activity was measuring the length, however instead of normal,
broken ruler was being used.
As result, in the first activity as being conjectured,
students got different measurement result by using their paces/steps, thus led
the students to conflict which one is correct or simply put why they got the
different result. In the end, after discussion the student would understand the
result of measurement are related to the size of the unit.
While, in measurement activity where blank ruler used, most
of those students did not have difficulty using it, even most of them were able
to get the exact length of the object they measured. There are four strategies
which was plausibly used to get such result. Some students counted the number
of stripes and started counting from 1, while some others did the same but
counted from 0 even there were students who started the counting from the
second stripes. On the other hand there were some students instead of counting
the stripes, they counted the number of spaces between the stripes.
When using normal ruler all students did not encounter any
difficulties. It could be because all of them directly looked at the objects’ edges
to get the exact measurement result. However, students tended to have
difficulties when the broken ruler was used even after they were able to
measure the object using the blank ruler of which the broken ruler has the same
principle.
Almost all of the students, including they who counted the
gaps between spaces in previous activity, directly looked at the number at the
end of the object and decided that was the answer. In addition to that
strategy, there were two more strategies likely to be used by students. First,
some students counted the stripes but started from 1. However, in the last
strategy instead of 1 students counted the stripes started from 0.
That last strategy emerged as the result of the discussion
among students when they compared the measurement result of an object using the
normal ruler and the broken one. There were several result of the discussion,
but these last strategy offered by Ofar as result of the observation and
discussion.
Researcher states that this last activity shows the fact
students do not perceive the concept of any number can replace 0 as the
starting point of measurement. Therefore, for concluding he gave some results
which can be used as beneficial consideration when deciding in traditional
games usage as preliminaries of teaching and learning of measurement. Not only
that, the researcher have high expectation of the better understanding because
of those activities after seeing the result comparison between the teaching
learning process where the traditional games were used and the one which not
use those games.
For closure, the researcher expected that Indonesian
traditional games can be used as tools to transfer the concept of measurement
from non-standard to the standard one.
I personally believe that the research Aryadi did was very
great. Making traditional games that the children really know about should make
the teacher realize that the knowledge is built from things that the students
already know or aware of. Those games help the student to understand more about
the material they get and in time make the students realize that mathematics is
not just a school material which need to be memorized but an applicative knowledge that students could use in daily live.
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